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I'll start by explaining my card choices that are different from other lists I've seen pro's post:
1) Playing Nullhide Ferox.
*Rankle, Master of Pranks looks like it could be a good card, but if I'm playing this many creatures I feel getting Ferox in the deck is significant. Rankle looks better in lower to the ground decks like mono black IMO.
2) Playing Rhonas
*I have not yet played with The Great Henge. I understand it has great possible synergy if you have an opening god hand and is a solid card late game or after a sweeper. In 1v1 I'm looking to end games with stompy through being overwhelming and catching the opponent off guard. A turn 4/5 Rhonas with a couple dorks and even 1 monster midrange creature in play is lights out most games.
Other cards I strongly considered are:
1) Kraul Harpooner.
getting a little more removal in a creature only deck may be essential to getting 1v1 wins. This comes down to how popular Feather decks are, I expect a lot of these decks early on since players will have many of the cards from previous standard.
Wildborn Preserver is the better card for the archetype, I just wonder how often the removal would be better. If planeswalkers dominate early on then Preserver is much better.
2) Once Upon a Time.
*I am wondering if this is just an auto-include every time you play green. A free cantrip at the start of the game (one that grabs every other card in your deck that pops in the top 5) is very powerful and it's free. I"ve played Oath of Nissa and Adventurous Impulse with regularity in standard and they are not nearly as powerful.
Things that cause me concern about the deck:
1) Very little removal or card draw.
*If things stall there could be problems since the opponent will likely have these elements in their deck.
2) Not a lot of easy ways to remove planeswalkers.
*The deck can attack them, for sure, but chump blockers can deal with a lot of that.
3) The mana base.
I remember scry lands from their first time around in standard and they were much better than people thought they would be, however they are not so great when you want to play aggressive. This deck wants to curve out on each turn from 1-4, and their is no place for a tap land where it doesn't hurt.
Probably another great reason to play Once Upon a Time.
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